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What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 2:40 pm
by Stickymayhem
Most people I've seen do enjoy this mode, and so do I. It's a pleasant palette cleanser and a nice change, but as it currently exists it is incredibly shallow.

A big part of this stems from the change preventing monkeys from using items such as guns, which turns them into fast little bastards that bite five crewmembers then die. Again this is fun, and can be terrifying as a crewmember, but turns the gamemode into rev, with zero possibility of cooperation and absolutely no objectives.

I think the mode could benefit from maintaining simplicity, but becoming way more violent. It's the perfect mode for a more messy fight between armed crewmembers and screeching, rabid monkeys.
  • So, in that line of thinking:
  • Make jungle fever take far longer to kick in, but make each bite from a unique monkey reduce the transformation time. This would encourage frantic mobbing of individual targets that separate from the rest of the humans, and would create a snowball effect in larger groups, as new additions remain in the group that infected them until a mass of monkeys is crawling through the hallways.
  • Allow monkeys to pass by each other even on harm intent, to further facilitate this group style of attack
  • People infected with Jungle Fever bleed profusely, marking them as people to be wary of and goring up the station a little. Could occur after a set number of bites from unique monkeys as explained above.
  • Make riot gear and maybe rigsuits immune to biting, forcing a little more strategy
  • Obviously add some kind of win/lose condition that makes sense. Currently the round doesn't end when all infected monkeys are killed. Which just turns it into weird extended.
  • Give monkeys something else to use. Perhaps variations on the virus that denote certain abilities, like being able to explode in a blood-bomb of infectious gore, or hiding as aliens can do, or hell a gorilla tossing people around as the monkey juggernaut could be cool to.
This is all obviously just ideas, but I'd love to see the mode go places that turn it into a fully fleshed out gamemode.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 3:32 pm
by Rose-chan
This is probably a stupid idea, but here we go.

An infected human requires bananas to heal from jungle fever, so botanists are going to be producing a lot of them. So, what if monkeys could eat bananas in order to "evolve" into different classes. For example, they can become a warrior class that allows them to use special monkey themed weapons which are created by the scientist class, who can craft items from the bananium generated by the worker class. Some of the weapons you might see are bananium spears, with a banana slip effect; a barrel that can be rolled in a straight line to cause knockdown but breaks when it runs into a wall/table/etc; and a banana peel gun that fires banana peels! Also, clowns should be immune to the effects of jungle fever so they can use the bananium to build their coveted HONK while the station descends to madness around them. What do you mean this sounds to much like alien mode? I assure you it's completely di-- okay it's alien mode 2.0.

Warrior Class Pound your chest and assert your dominance

-only class that can use weapons
-more health than other classes
-can command NPC monkeys to attack

Scientist Class The minds of the future

-only class than can turn bananium into items
-can use machines and computers
-can create the spider monkey serum!

Working Class Get back to work you peons

-can carry things through vents
-generates bananium through eating bananas
-more infectious bite


Spider Monkey Nightmares are made of these
-can spin webbing
-paralyzing bite
-can lay spider monkey eggs by draining corpses

Re: What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 3:38 pm
by Stickymayhem
It will never ever be coded but that is an awesome idea, and the class system was one that I considered. Controlling NPCs sounds pretty complex though. I'd rather see the warrior class have a similar to mechpunch style attack and just pound people.

A plant based tech tree is an awesome idea that makes botany important for once though. Which is just great.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 3:47 pm
by Rose-chan
By commanding NPCs, I really just meant turning nearby monkey NPCs into hostile mobs that will attack humans on sight.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 4:08 pm
by Lo6a4evskiy
Having different classes is definitely a good idea.

Only biosuits should be immune to infection in my opinion.

Having different varieties of jungle fever (some of them disable humans in some way even before the transformation, some cause sneezing, some of them give infected monkeys buffs, etc.) would be nice.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 6:35 pm
by Reimoo
Spoiler:
Change the sprites and call it zombie mode

Re: What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 7:51 pm
by Stickymayhem
Reimoo wrote:
Spoiler:
Change the sprites and call it zombie mode

I want this mode to be L4D but monkeys now.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 8:01 pm
by Cipher3
Dawn of the Planet of the Apes mode.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 24, 2014 8:15 pm
by paprika
Monkeys are more fun than overplayed zombies and zombies can't vent crawl.

Re: What does the Monkey gamemode need?

Posted: Sat Jul 26, 2014 8:39 pm
by RG4
Stickymayhem wrote: hell a gorilla tossing people around as the monkey juggernaut could be cool to.[/list]
Hell Gorilla, please.

Re: What does the Monkey gamemode need?

Posted: Sat Jul 26, 2014 9:00 pm
by Lo6a4evskiy
I'm thinking this needs a new mob Ape, which might be a derivative from human code wise, but I'm not sure. It's just monkeys need to be able to do more stuff (I heard that they can't even shoot weapons now). The jungle fever on the other hand should be slower to turn.

Another problem is that monkeys have no way to return into the round. Like, nobody's gonna turn them back into humans and clone them or anything like that.

Re: What does the Monkey gamemode need?

Posted: Sun Jul 27, 2014 6:02 am
by ThanatosRa
Cipher3 wrote:Dawn of the Planet of the Apes mode.
YES. PLANET OF THE APES MODE.

Re: What does the Monkey gamemode need?

Posted: Sun Jul 27, 2014 2:56 pm
by Cheridan
Mechanically, the biggest issue is that to win the Monkeys need to escape on the shuttle, but they have no means themselves of calling it. Something has to happen there; possibly giving them access to computers as long as they're infected.

I was under the impression that monkeys could use guns, but apparently that's only in certain cases (such as changeling monkeys). Wow how antifun is that who would get rid of monkeys with guns c'mon. Infected monkeys (possibly monkeys in general?) should totally be able to shoot people :^)

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 11:45 am
by MisterPerson
Probably intended as another nerf to geneticists monkeying themselves to break into the armory. Which is stupid, but w/e,

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 11:48 am
by Lo6a4evskiy
Brig has separate ventilation system. You can't ventcrawl in or out of brig.

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 11:51 am
by Steelpoint
Lo6a4evskiy wrote:Brig has separate ventilation system. You can't ventcrawl in or out of brig.
Which is also why you never see Aliens set up a hive in the Brig, because they don't have easy access to it.

I personally like the fact that Monkeys can't use eguns. Especially in the early game they won't need them since they just want to infect people.

If we had a system as suggested earlier where you can evolve your monkey (Planet of the apes?) to a point where you can use complicated weaponry it would be more viable.

I guess I just need to sit down and wait for a round of Monkey mode to pop up.

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 1:00 pm
by Lo6a4evskiy
Well the biggest problem I've got with it is that monkeys are very deadly, meaning that a single bite and you're bound to become a monkey in a very short period of time, but they are also very easy to kill. It may be all fine, but if you die as a monkey, there's no way to get back into the round whatsoever. I guess more careful approach and frequent ventcrawling are in order.

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 6:50 pm
by iyaerP
I like the idea of riggsuits being immune to monkeybites. We just had a monkey round, and I was afraid to go on the station despite having a +4 goliath plate rigg suit because I knew it wouldn't do anything to protect me.

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 7:23 pm
by Lo6a4evskiy
Rigsuits are overpowered enough. Bio suits should probably protect against virus though.

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 7:48 pm
by paprika
monkeys being able to use guns means traitor geneticists will go monkey and ventcrawl to armory like they used to, that's fucking dumb.

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 8:22 pm
by Lo6a4evskiy
Lo6a4evskiy wrote:Brig has separate ventilation system. You can't ventcrawl in or out of brig.
That's point A.

Point B is that monkeys cannot ventcrawl with items.

The best you can do is break into brig somehow, ventcrawl into armory without items, then break out if you want to keep guns.

Ergo that change is retarded and uncalled for.

Re: What does the Monkey gamemode need?

Posted: Mon Jul 28, 2014 9:51 pm
by ThanatosRa
Can we have Orangutans.


And orangutan statues.

Re: What does the Monkey gamemode need?

Posted: Tue Jul 29, 2014 2:41 am
by Lumbermancer
Reimoo wrote:
Spoiler:
Change the sprites and call it zombie mode
Might as well change the name of the game to Blandstation Blandteen (or Centration) when we're at it.

I think Monkey should go back to its roots. Instant infection, short quick rounds, the crew gets overrun or monkeys get wrecked.

I would much rather see Xeno made a proper gamemode.

Re: What does the Monkey gamemode need?

Posted: Tue Jul 29, 2014 8:52 pm
by MedicInDisquise
unbug it. add those classes said above. make bannanas have a purpose. pls.

Re: What does the Monkey gamemode need?

Posted: Tue Jul 29, 2014 11:19 pm
by Incomptinence
paprika wrote:monkeys being able to use guns means traitor geneticists will go monkey and ventcrawl to armory like they used to, that's fucking dumb.
Separate vent system.

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 12:00 am
by cedarbridge
Incomptinence wrote:
paprika wrote:monkeys being able to use guns means traitor geneticists will go monkey and ventcrawl to armory like they used to, that's fucking dumb.
Separate vent system.
Even then it does what? Subverts the fortress of flashers and barriers that metasec sets up at roundstart?

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 5:03 am
by EmptyK01
It means you cannot crawl into it from, say, art storage. Second, those flashers aren't meta.

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 6:10 am
by cedarbridge
EmptyK01 wrote:It means you cannot crawl into it from, say, art storage. Second, those flashers aren't meta.
Setting up a veritable fortress at roundstart with no more clear threat than the console printout (and usually even before the printout) is pretty damn meta.

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 9:37 am
by Lo6a4evskiy
It's just stupid, those flashers are incredibly annoying and provide very little help. I always get rid of them as HoS if warden starts placing them.

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 11:03 am
by Steelpoint
Barricades are fine in blocking off the Maint entrances to deter Assistants hacking in, but aside from that Barricades and Flashers are limited in usage.

High Threat antags like Nuke Ops, Traitors and Wizards aren't really effected by mobile Flashers and Barricades. Low Threat antags such as Revs or Cultists are affected by these defences and that is what they are meant for.

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 11:26 am
by Lo6a4evskiy
Steelpoint wrote:Barricades are fine in blocking off the Maint entrances to deter Assistants hacking in
It's much easier to place false walls from courtroom anyway.

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 4:12 pm
by Steelpoint
Some minor suggestions on buffing the game mode or expanding it.

- Disable Internals: To an extent anyway, doing this would mean the crew can't resort easily to gassing the station. Maybe all Gas Masks stop functioning once patient zero turns into a monkey.

- Force Shuttle Call: Approximately 3-5 minutes after patient zero (the first infected human) turns into a monkey, the emergency evacuation shuttle is automatically called. Arriving in about 10 to 20 minutes.

- Bio Suit Protection: Only a Bio Suit should protect someone from being bitten from a Monkey.

- Monkey Hive Mind: Fluff it up however is needed, allowing the Monkeys to better communicate will help them level the odds.

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 9:18 pm
by Kelenius
Steelpoint wrote:Some minor suggestions on buffing the game mode or expanding it.

- Disable Internals: To an extent anyway, doing this would mean the crew can't resort easily to gassing the station. Maybe all Gas Masks stop functioning once patient zero turns into a monkey.
No IC reason. Meta. Creates more problems than fixes.
Steelpoint wrote:- Force Shuttle Call: Approximately 3-5 minutes after patient zero (the first infected human) turns into a monkey, the emergency evacuation shuttle is automatically called. Arriving in about 10 to 20 minutes.
Meta.

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 9:33 pm
by Remie Richards
Kelenius wrote:-Buzzwords-
How about you offer alternatives, instead of buzzwords?

Re: What does the Monkey gamemode need?

Posted: Wed Jul 30, 2014 11:05 pm
by Lo6a4evskiy
The internals thing makes no sense, really. Like if you're setting up containment and suddenly your internals don't work? Wat?

Instead of forcing shuttle call just let monkeys use computers.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 31, 2014 12:33 am
by MisterPerson
Monkeys can use gas masks too you know.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 31, 2014 1:58 am
by cedarbridge
Kelenius wrote:
Steelpoint wrote:Some minor suggestions on buffing the game mode or expanding it.

- Disable Internals: To an extent anyway, doing this would mean the crew can't resort easily to gassing the station. Maybe all Gas Masks stop functioning once patient zero turns into a monkey.
No IC reason. Meta. Creates more problems than fixes.
I don't really see there being a good reason for this either. On one hand it would "fix" the crew not being able to gas flood, but then any sort of station damage that comes from things breaking, exploding, etc would go to hell because nobody has access to even basic internals. A round a while back where some monkeys actually bombed the station comes to mind.
Kelenius wrote:
Steelpoint wrote:- Force Shuttle Call: Approximately 3-5 minutes after patient zero (the first infected human) turns into a monkey, the emergency evacuation shuttle is automatically called. Arriving in about 10 to 20 minutes.
Meta.
This complaint is going to need some explaining though. As it exists now, there's no way for the monkeys to call the shuttle, the shuttle won't call itself and the crew won't call the shuttle until all the monkeys are dead
MisterPerson wrote:Monkeys can use gas masks too you know.
The problem ends up that the only useful means of attack for a monkey in this mode is to bite people. Which they cannot do if they're wearing a mask.

Re: What does the Monkey gamemode need?

Posted: Thu Jul 31, 2014 4:59 am
by Steelpoint
Well its either that or give Monekys the ability to carry Oxygen Tanks in their pockets.

The other suggestions stand, meta is a shit excuse to refuse them as by the time they take effect it should be obvious what the threat is.

Re: What does the Monkey gamemode need?

Posted: Sat Aug 02, 2014 6:10 pm
by N.A.N.B.
If this method is implemented, why not have scientist monkeys gain the ability to try to write the works of Shakespeare? It'd be a low chance, and maybe it can replace computer interaction. More sci monkeys means a greater chance of writing it, and ending the round. As for how this causes the end of the round, I'm not sure. Maybe NT realizes how useful monkeys are, and declared them to be better than the human crew?

Re: What does the Monkey gamemode need?

Posted: Sun Aug 03, 2014 12:15 am
by RG4
N.A.N.B. wrote:If this method is implemented, why not have scientist monkeys gain the ability to try to write the works of Shakespeare? It'd be a low chance, and maybe it can replace computer interaction. More sci monkeys means a greater chance of writing it, and ending the round. As for how this causes the end of the round, I'm not sure. Maybe NT realizes how useful monkeys are, and declared them to be better than the human crew?
I'm not going to lie, this is fucking brilliant. It's funny,it's practical, and it could actually work, please make this the window objective.